[FE8] Fire Emblem: The Sacred War [complete]

I can confirm that after doing my 3rd Rift run legitimately, I got Lyon, as intended. My previous 3rd run had used the skip code, which is presumably why it didn’t work the first time, though it’s weird that it did work for Selena. The moral of the story is that cheaters only usually prosper.

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Hi!
I’m at the Demon King fight now and ran into a weird bug (i’m in 1.24 so i don’t know if you fixed it for 1.25) when starting the stage Natasha didn’t appear err… i’ll explain better

  • She isn’t selectable nor is she in the map at all so i’m with 19 units
  • She shoul’ve spawned at the lower right side of Eirika, who is at the right side of Ephraim
  • If i go into the “unit” menu she appears there, if i select her the cursor bugs and sends me to the upper left corner of the map as if she were out of reach or outright nowhere to be found
  • She also didn’t say her engame dialogue everyone gets

– I’ll keep going, i guess if she isn’t selectable nor reachable if i beat this she should be alive i guess… or so i hope lol

BTW i loved what you did with the swamp in the Darkling Woods
Also did the Ewan!Myrrh support, lovely <3

PD: although it’s obviously just my opinion, Darkling woods felt a lot easier than Rausten Court, maybe because of the overwhelming quantity of units in Rausted and the multiple separated groups

Update: Natasha is alive and well :D!! guess she scared and just hid somewhere behind some rock until every monster died (?)

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Thank you for your feedback.
I’ll look into the events of that chapter.

Edit:
Hmmm weird, I just re-read and double-checked the positions and didn’t find anything.
Re-applied the events and compared the data between old and new ROMs and it was the same.
Also others didn’t report something like that
and neither I saw something like this when I went through it (though that was back in v1.00 months ago)
But I do believe you as sometimes minor glitches (mostly graphical) can appear after extended play sessions. Usually I soft reset and reload fixes those.

Unfortunately I don’t have currently a save data to test that.
The Final fight is a common chapter between both Eirika and Ephraim routes.
so if someone else stumbles upon the same issue, please report here.

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@Seal
That issue also happened to me. It’s just as @IISunaII described. Natasha was behaving normally during the first phase against Lyon, but after the transition to Fomortiis, she was nowhere to be found, despite still being listed in the units menu. I had to end every turn manually and she reappeared after the fight. This was a couple months ago though, and I was playing version 1.11. Don’t know if the info is useful, but she was a bishop.

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@blood

Question:
You didn’t have L’Arachel and Seth both on the active team on the previous chapter did you?
This is most likely the reason this issue occurs. How it works in original:

  • Last Map Part1+2 normally use 12 units (2 among them being Eirika and Ephraim)
  • L’Arachel and Seth are forced deployed on the Demon King fight (+2)
  • and then the game adds the previous map used units (+10) plus Eirika and Ephraim (+2)
  • IF L’Arachel and/or Seth are not in the active party in Part1, then in Part2, since they are forced deployed, you can have 13~14 units.
  • Game in Part2 has a total of 14 possible positions and depending on the above conditions
    not all of them will be used (you can end up with 12 if Seth and L’Arachel are used on part1)

In this ROMhack:

  • Both parts use 20 units
  • Game force deploys Seth and L’Arachel in part2 who take 2 slots.
  • Game force loads the previous 20 units
  • However, I strictly created 20 possible unit positions
  • If Seth/ L’Arachel aren’t used on Part1, they will take slots from the 20 unit limit.
  • But since the game force loads the previous part1 units,1 or even 2 of them might not have space since it’s taken by Seth and/or L’Arachel. As such the game throws the extra units outside the map.

How to fix this:
I can just add 2 more unit slots for Part2
but in return you will force deploy L’arachel/ Seth who aren’t trained/ equipped.
But still better than having a core member not participating.

How to temporarily avoid this issue until I fix it:
Use Seth and L’Arachel on Part1 team
or use 18/20 units in Part1.

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Ok just patched the fix in the v1.26.
This should eliminate the bug of units loading outside the map in the last map.

Also edited some stuff out in the OP
because there’s supposedly a limit of 32k characters…

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wow now that’s a complicated bug lol. And yeah i did use L’arachel(her laughing critical animation is the best thing to see) and give Seth some love so i could use him in the final maps and in the tower/rift.

BTW now i’m trying to do Tower of Valni wthout saving/loading even once so my finishing information comes out rightly /o/.

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But you can save now in the Tower.
Unless you mean this is a personal challenge.

It’s a personal challenge and to see if doing it like this will make the clear data not as weird as the last time uwu

Since there’s apparently a score of sorts? Played in version 1.25


I plan on running the rift twice more for the only infinite durability weapon that players get as seen in the campaign. Lots of savestates, lots of Nosferatu. And then some more Nosferatu. Did I mention Nosferatu? Tower was easy to solo with just that on a Sage, last floor I used dragon stone Mryhh but any sacred weapon should’ve worked.

Most of the Rift were done with Nosferatu sage again just with my lord hanging around with Sol Seal spam as a supply bot. A few Rexfrost and Arcwind were in and one floor needed Arcthunder. Only needed a handful of sacred weapon uses, dark tome used due to extra accuracy and damage. Final level I brought out a second sage and Druid, Hel can work instead of sacred weapons honestly although Latona is a must.

Overall a fun hack although tedious at points.
My main complaints are a lack of range 1-2 swords (Erika as lord felt useless most of end/post game), certain units not moving but not being marked as “—” mov and the abundance of gem drops clogging supply. The last could easily be fixed with changing every red or blue gem into cash drops as they appear most by far. Mini hp bars would also always be nice but for a hack with so much content it’s surprising how little there is ‘wrong’ with it.

Personally I didn’t enjoy the final part of the final level, Petrify seemed overkill. While I understand the point of having to kill all the bosses in one turn in the final level that wasn’t fun to me either.

Did have a lot of fun with your terrain changing in the middle of the level in several maps! Thanks for the hack, as before I do love the battle backgrounds. Oh ,and thanks for revealing locations of secret shops and desert treasure :stuck_out_tongue:

(Keep editing this, gah)
Specifically, first 3 levels of Rift I did with a single Nosferatu sage but he appeared on all levels. Level 4 added Mryhh for her flying + skill and then from 5-9 Sage + lord. 10 was four units (sage, sage, lord, druid).

In terms of bugs I only noticed:

  1. Inesse, and Joshou (at least as swordmaster) have some oddly placed pixel that show up in their animation character page or map when the cursuor is over them.
  2. No idea what causes it but I’ve had a few cases where upon returning to the world map after a skirmish or leaving the tower the map would load and then the rom freeze. I’ve also had this happen a few times where the screen goes black. That has happened when loading overworld map but also a few times when loading a level in tower or rift.
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This is an issue that should be fixed with a soft reset.

I want to blame VBA for these
as in the past it was VBA that caused random crushes during loading of maps in Tower/Rift
but I don’t have solid tech proof for that.

I can only tell you that it’s good to soft reset every map clear
or every 1~2hours of game time.

Some time later.

I should now get around to finishing your first hack.

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Those won’t be implemented as they cause various nasty bugs in this Romhack:

  1. They (HP Bars) won’t display for player units with HP61+.
    As the MHP players can get is 115 for each unit, they can have 68/100HP
    but the game will display them as fully healed.
  2. When multiple player units with HP61+ are deployed, the stage map blanks out
    as it can’t keep track of all the units.
    It’s ok for up to 9, and I guess up to 14 units, but no more.
    If the all the deployed units have lower HP (around 20~35)
    then the game can have even 20 units NP.

Shouldn’t the answer be fixing the bars and not just removing them though

Can you fix them?
It seems like a RAM issue.

… How so? What makes you think the issue is with RAM?

If it works up to a limit fine
and then beyond that borks
how do you explain it?

Do you want me to send you a copy with the HP Bar patch applied?

“how do you explain it” isn’t a good proof of it being related to RAM at all lol

You said “it can’t keep track of all the units”, but it doesn’t need to, and it doesn’t do that as far as I know, it just runs every frame, there is nothing to keep track of.
It stores nothing to RAM other than the objects in OAM.

I think the newer version does store stuff to RAM, but I think that’s only for the effectiveness warnings, so if you think it’s a RAM issue get rid of that.

What I would expect the issue to be is that it gets the max HP from RAM instead of using the getter, so depending on how you are making the units have so much HP it might not be taking that extra HP into account.

Either way, why don’t you ask Stan instead of me, since he is the one that did the newer one?
Stuff can’t get fixed if you don’t let the authors know.

I have not touched Hp Bars ever (outside of installer refactoring) (Teq is the one that added a bunch of things to it at some point)

Thanks to Stan’s help the HP Bars are kinda working without crushing the system.

Added an extra link to the OP, below the v1.26 patch, that contains this feature
but it’s still experimental as some of you might not like the result or how it can look.
If you don’t like it, you can revert back to the previous version without HP bars.

After some time has passed I’ll ask whether you want them (the HP bars) in the current state
as a permanent addition.

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